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This talk will focus on the challenges and lessons learned in designing levels for Manifold Garden, which revolves around 3D world wrapping and other types of impossible geometry. The talk will introduce different types of world geometry and help the audience to "visualize" them. William will go over how he has changed level design techniques in order to adapt to new geometries. Some established techniques that work well in flat geometry do not carry over to other geometries. For example, object height in a 3-torus no longer makes sense as reference points or gating mechanisms. There are, however, certain level design concepts and techniques which are more universal: avoiding vast areas of flatness, and the use of subtle repeated architectural elements to guide the player. Throughout the talk, I will be showing the evolution of the game, and how the level design evolved alongside the core mechanics. The talk will also cover the importance of "intention" in architecture. When working with unusual geometry, every element has to have a purpose and be able to communicate it to the player effectively.